Configurable location-aware toy capable of communicating with like toys and associated system infrastructure for communicating with such toys

ABSTRACT

This disclosure describes systems, methods, and apparatus for controlling movement of a self-propelled toy that interacts with human users, receiving assistance from those users in reaching a destination, and communicates with other self-propelled toys, with human users, and with social media forums via various networks.

PRIORITY AND CROSS REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of Provisional U.S. Patent Application No. 61/362,005 filed on Jul. 7, 2010. The details of Application No. 61/362,005 are incorporated by reference into the present application in their entirety and for all proper purposes.

FIELD OF THE DISCLOSURE

The present invention relates generally to children's toys. In particular, but not by way of limitation, the present invention relates to systems, methods and apparatuses for operating a self-propelled toy.

BACKGROUND

Remote controlled toys able to fly, run, dance, talk, blink, etc. have long existed. However, with the advent of the Internet, wireless communications, and social networking, a plethora of new games associated with and means of controlling remote controlled toys have arisen.

SUMMARY

Exemplary embodiments of the present invention that are shown in the drawings are summarized below. These and other embodiments are more fully described in the Detailed Description section. It is to be understood, however, that there is no intention to limit the invention to the forms described in this Summary of the Invention or in the Detailed Description. One skilled in the art can recognize that there are numerous modifications, equivalents and alternative constructions that fall within the spirit and scope of the invention as expressed in the claims.

Some embodiments of the disclosure may be characterized as a method for moving a self-propelled toy. The method includes moving the self-propelled toy along a route towards a first destination, and transmitting information from the self-propelled toy to a receiving device. The receiving device can be part of one or more of the following: another self-propelled toy, a mobile computing device, or a communications connection to the Internet. The self-propelled toy may run into obstacles, and if the toy deems one of these to be insurmountable, then the toy can seek human assistance in surmounting the obstacle when the self-propelled toy determines that an obstacle is insurmountable.

Other embodiments of the disclosure may also be characterized as a method for moving a self-propelled toy. The method includes moving the self-propelled toy along a route between a current location and a first destination, and receiving route information from a human user or another self-propelled toy. The toy can then modify the route based on the received route information. The toy can further transmit information about itself via a wireless connection to the Internet and publish the information via a social media.

Other embodiments of the disclosure can be characterized as a system for controlling a self-propelled toy. The system can include a propulsion system, a communication module having an Internet connection, a location sensor, a guidance module, a human interaction module, and a power source. The guidance module can be configured to follow a route selected based on the toy's current location, a first destination, and one or more waypoints between the toy's current location and the first destination. The route can be modified based on route data received from another self-propelled toy or from a user's computing device. The human interaction module can request assistance from one or more human users.

BRIEF DESCRIPTION OF THE DRAWINGS

Various objects and advantages and a more complete understanding of the present invention are apparent and more readily appreciated by referring to the following detailed description and to the appended claims when taken in conjunction with the accompanying drawings:

FIG. 1 is a high-level block diagram of an illustrative embodiment of the invention;

FIG. 2 is a diagram of an illustrative embodiment of a self-propelled toy;

FIG. 3 a is a front view of a decorative accessory in accordance with another aspect of the present invention.

FIG. 3 b is a profile view of a decorative accessory in accordance with another aspect of the present invention.

FIG. 4 is a method for controlling a self-propelled toy.

FIG. 5 is another method for controlling a self-propelled toy.

FIG. 6 is a computer structure architecture that one or more of the aspects discussed herein may be implemented on.

DETAILED DESCRIPTION

The present invention relates generally to electronic toys. More specifically, but without limitation, the present invention relates to a configurable location-aware toy that is capable of communicating with like toys and to a system infrastructure for communicating with such toys. Other aspects of devices constructed in accordance with the present invention include the ability to interact through various social networking structures and mediums to enable the exchange and sharing of information, status and progress through one or more gaming and interactive systems.

In various illustrative embodiments of the invention, electronic devices in the form of self-propelled toys (in one embodiment called a “GeoPalz”), communicate with one another, humans, and the Internet. In one embodiment, the device is in the form of a small stuffed animal embedded with electronic components such as a global positioning system (GPS) chip or cellular/wireless triangulation hardware that make the toy “location aware” and allow a user or other individual to determine and monitor the location of the device.

When a toy is in the vicinity of another similar toy or other device, and depending on the devices' respective personal settings, the devices begin to communicate information back and forth with each other. Depending on the specific profile settings, the devices can vibrate, flash a sequence of lights, exchange data wirelessly, talk audibly, etc., or some combination or sub-combination of these. The devices, depending on the particular embodiment, can also introduce themselves to each other. For example, in an embodiment directed toward a children's game, one electronic toy might say to another, “Hello, my name is Rover. I am a Labrador retriever. Would you like to be my friend?”

Places of business and other points of interest can broadcast (e.g. over a Wi-Fi, Bluetooth, Cellular, Satellite or Radio network) data for reception by the devices that can mark that the toy has been in that particular geographic location before and/or transmit data/offers about their location to the toy. As an example, if the toy/device has been there before, the local system may transmit a “Welcome back, Rover” message to the device.

Referring now to the drawings, FIG. 1 is a high-level block diagram of an illustrative embodiment of one aspect of the invention. In FIG. 1, two self-propelled toys 102, 104 communicate with each other over a wireless communication 110 or comport link. Wired connections (e.g., 112, 119) are illustrated with solid connecting lines while wireless connections (e.g., 110, 114, 118) are illustrated with dashed lines. The self-propelled toys 102, 104 can also communicate with one or more computing devices 120, 122, 124 (e.g., servers or other remote systems, desktop computers, laptop computers, netbooks, tablet computers, smartphones, to name a few non-limiting examples) over various communication links. For instance, a computing device 124 can have wired connections 112 to one or more self-propelled toys 102, 104 (e.g., USB cable), or a computing device 122 (e.g., mobile networked device) can have wireless connections 114 (e.g., Bluetooth or Wi-Fi) to the one or more self-propelled toys 102, 104. The self-propelled toys 102, 104 can also communicate with a computing device 120 via multiple connections, such as via a network 116 (e.g., the Internet) and wireless connections 118. The illustrated connections 110, 112, 114, 118, 119 are illustrative only and should not be taken as limiting. Rather a wide variety of connections can be used. In one embodiment, communication connections 110, 112, 114, 118, 119 are wireless such as Bluetooth or Wi-Fi (e.g., IEEE 802.11g), but can also be a wired connection such as an Ethernet. In some cases there may even be a wired and wireless connection (e.g., USB and Wi-Fi connection between two devices).

The network 116 may be coupled to one or more social networking host computing devices 150 enabling the self-propelled toys 102, 104 to communicate with social media systems such as FACEBOOK, Twitter, and LinkedIn, to name three non-limiting examples. Data about the self-propelled toys 102, 104 (e.g., telemetry) and data gathered by the self-propelled toys (e.g., communications from other self-propelled toys) can be published and shared via the social media systems.

Depending on the particular embodiment, a given self-propelled toy 102, 104 may include some or all of the following as illustrated in FIG. 2: a communication device or module 206 (e.g., a transceiver) that can include a Bluetooth or Wi-Fi connection; a communication module 206 including components such as a Global Positioning System (GPS) receiver, a cellular network triangulation component, accelerometer(s), or other location-aware devices and hardware/software combinations. In an embodiment, the self-propelled toy 102 can determine its current location using radio- or cellular-tower triangulation; and/or a wireless transmitter that employs Bluetooth, Wi-Fi, radio, or cellular telephony. The toy may also include one or more of the following: an electronics housing 202 for the electronic components (e.g., a stuffed animal, keychain, decorative accessory, plastic compartment, spherical enclosure, or other suitable form factor); a power source 204 (e.g., a rechargeable battery, battery pack and/or a connector for an AC adapter/charger); one or more lights 208 (e.g., LEDs); a vibration mechanism for causing the self-propelled toy 102 to vibrate; a thin server (processor and associated firmware); an Internet connection; a database; memory; and a keyboard, keypad, touchpad, button, or squeeze trigger for initiating communication and interfacing with the self-propelled toy 102. The toy 102 may also include a propulsion component 216 configured to move the toy 102 towards a first destination. The propulsion component 216 may also be configured to decrease a speed of the toy 102 and alter its direction of travel. The propulsion component 216 can be part of a larger propulsion system which can include other portions of the toy 102. The illustrated embodiment of a self-propelled toy 102 is spherical and moves by rolling along the ground 250 while the components within the toy 102 are kept relatively level via use of a gyroscope or other motion-sensing device. In other words, the orientation of the components of the toy 102 remain in the illustrated orientation even as the toy 102 rolls forward and back and side to side.

In some embodiments, the self-propelled toy 102 also include one or more of the following: a communication port 218 (e.g., USB 2.0, USB 3.0) for connecting and/or synchronizing the electronic toy 102 with a computing device or another self-propelled toy; one or more speakers; a display (e.g., an LED and/or LCD display); power indicator light(s); lights capable of dimming or flashing; and a microphone.

Referring back to FIG. 1, optionally, user settings of the self-propelled toys 102, 104 can determine the types of devices that the toys 102, 104 want to or can communicate with. For example, some toys 102, 104 may only want to communicate with other toys that have their user settings set to an age of “13 years old,” or a group titled “Girl Scouts,” or both. Other toys may be set to communicate only with toys from other states or other countries. These communications settings or preferences can be broader or narrower than the examples provided.

In accordance with another embodiment, the self-propelled toys 102, 104 may take the form of a remote control device, car, robot, rolling sphere, or other self-propelled device or housing that has the ability to propel itself across a variety of surfaces. For example, the toys described above may also include one or more types of locomotion features that allow the toys to walk, slide, roll or otherwise move around the environment. As another specific example, robotic balls, such as those described in U.S. Pat. No. 6,458,008, may be employed to incorporate systems as described herein. Such systems generally include some form of variable velocity gyroscope for stabilization and directional control.

In other embodiments, the toy described above, regardless of how implemented, may be programmed with a set of instructions that assign a certain task, destination or other problem to be solved.

In one of these embodiments, referred to as a “hitchhiker mode,” the self-propelled device can be programmed to attempt to reach one or more destinations via autonomous, semi-autonomous, and human or manually-controlled means. For instance, a user or the manufacturer can select one or more destinations via a map or other interface, and the self-propelled device can attempt to get to the destination via a route comprising one or more waypoints between a current location and the destination. In one embodiment this is accomplished by loading directions into the device and having the device follow these directions under the guidance of a map or other geographic guide. In this embodiment, this is completed by loading data points along the way that may have GPS coordinates associated with them. These waypoints or geocaches provide intermediate travel points for the device to locate and move to. The self-propelled toy may start in the general direction of its final or intermediate destination. Alternatively, the device may begin its journey based on any combination of available information such as current location (e.g., via GPS or a cellular-network-based triangulation) and ending location. Along the route, if the device encounters an obstacle it may alter a waypoint or create a new waypoint to enable the device to navigate around the obstacle. However, if the obstacle is insurmountable (e.g. the device gets stuck or runs into a body of water or a freeway, or cannot ascertain a route around an obstacle) or has not moved for a period of time, then it will signal that it needs assistance (e.g., send out an e-mail or text message or produce an audible and/or visual call for assistance in the hopes that a nearby human will provide assistance). For example, the destination may be at the 5th floor of a building, and the device is not capable of reaching that elevation without the use of an elevator, so the device may signal that it “needs assistance to get to floor 5” in order to continue its journey. An intervening helper could transport the toy to the 5^(th) floor and the device could resume its task. Some obstacles may be surmountable, yet the device may still desire human assistance (e.g., the need to travel long distances, a particularly crowded section of town where manual driving by a human user can assist, or a vertical obstacle that can only be surmounted via a long alternative route). For instance, a river may have a ferry crossing nearby and a bridge many miles down the river. In this case, the device may prefer to request assistance in crossing on the ferry, and deal with waiting for help, rather than spend the time and battery power to travel miles down the river to cross the bridge without human assistance.

The request for assistance signal (e.g., seeking assistance) can be audible (e.g., spoken words, sirens, etc.), visual (e.g., flashing light, change of color, etc.), or a combination of the two. The signal can also be in the form of transmitted data such as text, e-mail, a web page update, RFID detection, near field communication, or other data transmission means (e.g., “bumping” or the tapping of two mobile communication devices having the BUMP application or similar software). For instance, the device can send text messages and e-mails to users asking for assistance. The device's seeking of assistance or request signal can be transmitted via a network or other wireless transmission means such as the Internet, cellular-based communication networks, and near field communications to name just a few non-limiting examples. The signal can also detail the type of assistance that the device desires. For instance, where the destination is in another country, the device may provide a basic help signal such as a siren or flashing of internal LED's, but once a user approaches or indicates a willingness to assist the device, the signal may then provide information requesting air transport to the destination country. For instance, when a user picks up the device, the device may display text instructing the user to transport the device to the destination country. Alternatively, the signal can attract user attention and provide information regarding the assistance needed at the same time, for instance via a speaker system audibly asking for transportation past the obstacle.

Assistance can include rerouting the device (as discussed above), manually driving the device, manually moving the device, repairing the device, recharging the device battery, and/or reporting the device's status via a social media, to name a few non-limiting examples. Manual driving assistance may be requested where the device has to pass through difficult terrain (e.g., a pedestrian crowded plaza, spaces near entrances/exits to concerts and sporting events, or the inside of a store). Manual driving may also be requested not just to help avoid obstacles such as human feet, but also to avoid the device being stepped on or run over. For instance manual driving may be requested when the device reaches a street or subway platform during rush hour. Manual control or driving may be requested, for instance, when the device reaches stairs or an elevator or when the device has to be transported via ferry, plane, or other vehicle. For instance, when the device reaches a set of stairs, it can stop and wait at the bottom while blinking to indicate its desire to be carried up the stairs. Alternatively, it may stop and wait next to an elevator and blink or make a sound in order to request someone to operate the elevator and assist the device in reaching a particular floor.

In an embodiment, the device may request transportation when crossing unpopulated areas such as vast swathes of middle-America farmland (e.g., hitching a ride), and then run on its own movement when it reaches densely populated areas such as cities. Requests for repair may be made if the device is damaged, for instance via impact with a wall, as the result of driving off a curb, via being stepped on or run over, or via attack from a dog, cat, raven, or small salivating child. Requests for battery recharge can be made when the device battery falls below a threshold. The device can request a social media status update if it determines that no one has noted the device via social media for a threshold period of time (e.g., 48 hours). For instance, via a wireless Internet connection, the device may monitor social media status updates that users make relative to the device, and if more than twenty-four hours elapse without any user making a social media update regarding the device, the device may send out a text and e-mail request for users to publicize the device's status via social media. In an embodiment, the device can request two or more types of assistance.

In another embodiment, users can access information on the device and see a list of device requests. For example, the list may include requests such as, but not limited to, the following: charge my battery; help me get around this obstacle; help drive me through this crowd; take me on a plane to England; repair my drive mechanism; and TWEET about me. In another embodiment, an individual may see the device and then view the device's current status, location, destination, route, and other data via any known connection technique such as Bluetooth, Wi-Fi, or USB. With this information, the individual can provide the toy with requested assistance. For instance, a user can login to a website and check on a device's location so that the user is prepared to meet the device in person as it makes its way through the user's town or neighborhood. Similarly, a user can check the status of a device via a website, and if the device status shows that the device is in need of repair, battery charge, or some other assistance, the user can go to the device's location, as indicated on the website, and provide assistance.

The device may also have an allocation of points or currency associated with humans who help it along its way so that they can be rewarded or otherwise reimbursed if they go out of pocket on expenses related to setting the device in an appropriate direction.

Users can access information about the device via wired or wireless connections to the device. For instance, the device may include a USB or other connection allowing a user to connect the device to the user's computing device (e.g., smartphone, laptop computer, tablet computer, desktop computer). Alternatively, the device may update an Internet-based website, blog, or database with information regarding the device. Users can then access information about the device via an Internet connection. Information about the device can include, but is not limited to: location, speed, direction, altitude, level of battery charge, damage indicators, destination, route to destination, and estimated time to destination. In an embodiment, the user may interface with the device in order to see where the device came from, where it is going, as well as a homepage associated with the device and showing information regarding the user and/or the device's owner.

In an embodiment, device information may only be accessed via a short-distance wireless signal (e.g., Bluetooth, Wi-Fi, or a near field communication (NFC)). As such, a user would have to come within a short distance (e.g., eyesight) of the device in order to access the device's information.

Users may also be able to modify device information or supply information to the device. In one instance, a user who interacts with or assists a device may have his/her data appended to data of the device, like a logbook. In another instance, a user may modify the route to a destination or provide a suggested time to a destination based on local knowledge. In another example, a user may be able to change a damage field of the device's information to account for structural or functional damage to the device that the device has not or is not able to detect. As another example, users can provide the device with information regarding upcoming events and local knowledge that may help the device navigate the local area (e.g., the time that a local school on the device's path gets out or an unpublished change in a ferry schedule).

A preferred or fastest route can be calculated based on stored information or network-accessed information relating to geography, topography, traffic, demographics, etc. The route can be updated based on the device's progress as well as real-time data such as traffic updates. For instance, the device may select a route through town that takes it through densely populated areas in order to increase the chances of interaction with humans and also increase the chances of receiving assistance should the device run into difficulty. Thus, speed may not be the only criteria that the device uses to select a route. At the same time, the device may select to avoid crowds that might hamper its movement such as areas near baseball stadiums and parades. These are just two considerations that the device can look at when selecting a route, and numerous other criteria can be used to select a route.

In some embodiments, users can access information regarding the device's route, and if authorized, users can alter or suggest alterations to the route. For instance, a user may determine that the device is taking a route which the user knows to be slower or more congested or have more obstacles than a different route, and the user can enter information related to this knowledge or set/suggest an entirely new route or waypoint. The device can use this information outright, weigh this information against other information, and select to modify the route or leave it the same based on the information provided by the user. User credentials or authorization may be required to make suggestions or modify the route such that only users with a proven record of successful interactions with this or other devices can make suggestions or alter the route. In an embodiment, all users may have credentials allowing them to modify a route, however users may lose their credentials or have them suspended if they garner a track record of providing poor or detrimental route suggestions.

In some embodiments, multiple destinations can be selected. The multiple destinations can be prioritized by the user or by an automated algorithm. For instance, the destinations may be automatically prioritized based on distance such that the device attempts to reach the closest destination first, the second closest destination after reaching the first destination, and so on. The destinations may also be prioritized in terms of the destination(s) most easily reached. For instance, where there are two destinations and one requires a ferry crossing while the other merely requires a bridge crossing, the destination accessible via the bridge crossing may be given priority. Generally only one user can select the one or more destinations (e.g., a first user or owner of the device selects the destination). However, in an alternative embodiment, second users and non-owners can select the one or more destinations. For instance, a second user can add one or more destinations to the one or more destinations selected by a first user.

In another embodiment, when a first device sees a second device it can share data back and forth that will show up on network web pages and social media and can trigger alerts and the like. In another embodiment, if a first device is on a mission and trying to get to a destination, a second device may share its history with the first device in order to help the first device optimize its route. In other words, each device may learn from other devices.

Methods of carrying out competitions using the device are also envisioned. In one embodiment, points can be awarded to users of the toy based on their interactions with and control of the toy. In a further embodiment, users can be ranked based on the number of points they have been awarded. Rankings can be displayed on a leader board accessible and viewable via an Internet connection.

Points can be awarded to users for a variety of achievements or actions including, but not limited to: charging the device's battery, assisting the device to overcome obstacles (e.g., stairs, elevators, street crossings, ferry crossings, air flights, to name a few non-limiting examples), manually driving the device through an obstacle course (e.g., a virtual maze or augmented reality obstacle course) or around an obstacle or through an area that the device would have difficulty navigating on its own (e.g., the exit of a concert or a busy Manhattan sidewalk), repairing damage to the device, reporting the device location via a website or social media, taking pictures/video of the device and uploading them to a website or publishing them via social media, and providing social media updates describing the device (e.g., FACEBOOK status updates on a user's profile or a Group profile associated with the device; Tweeting). Different achievements or actions can be rewarded with different numbers of points. For instance, recharging the battery of a device can be worth more points than publishing a FACEBOOK update about the device.

Points can be associated with a user's mobile device, or alternatively, they can be associated with a user (e.g., via a unique identification code). Points can be stored on a user's mobile device or on a remote server and accessed via the Internet or another network. For instance, a user may login to a website associated with one or more devices and via the website can see a leaderboard showing the user's number of points along with a ranking relative to other users.

The device can operate in an autopilot and/or a manual control mode. In autopilot mode the device autonomously navigates to the next destination. In some embodiments, users can override or temporarily disable the autopilot and take control of the device (e.g., manual mode or manual control). Manual control can be used for mere pleasure, in order to assist the device in reaching its next destination, or in overcoming some other challenge that is part of a game.

There may be a time limit on the time that a user can manually control the device before it reverts to autopilot mode or transfers manual control to another user. When a user is manually driving the device in order to assist it in reaching its next destination, no time limit may be necessary or the time limit can be increased depending on how successful the user is in assisting the device (e.g., users who do a better job of helping the device through difficult areas will be rewarded by getting to drive the device in manual mode for a longer period of time). In an embodiment, rather than returning to autopilot, the device may transfer manual control to another user, for instance a user waiting in a manual control queue.

Manual control may be enabled when a user or a user's mobile device comes within a threshold distance of the device. Alternatively, manual control may be enabled when the user or a user's mobile device is within a threshold distance of the device and the user enters a login (e.g., a password). In another embodiment, a user may only obtain manual control after completing a task or game. For instance, a user may have to solve a math problem, complete a memory challenge, answer a trivia question, provide geographical knowledge, complete a hand-eye-coordination game/competition/challenge, or some other challenge in order to gain manual control of the device. In certain embodiments, the challenge can be educational (e.g., solving a math problem or completing an Internet search and answering a related question on an educational topic such as “Why is the sky blue?” or “In what year did World War II end?”).

In yet another embodiment, two or more users may vie for manual control of a single device, and manual control can be awarded to the user having a greater number of points, or a competition between the two or more users can be carried out to determine which user gains control of the device. For instance, two users may play a quick game of virtual tug of war or tennis or golf on their mobile devices and the winner may earn manual control of the device. In some embodiments, the device can be part of the competition to determine which user gets to control the device. For instance, in a virtual tug-of-war competition, the device can physically move back and forwards between the two competing users depending on who is winning the tug-of-war. In an alternative embodiment, users may sign up for or reserve manual control time. Signing up for manual control may place a user into a queue or waiting list.

When a user takes manual control of the device, the device may change a color, frequency, amplitude, or pattern of light output from the device. In an embodiment, a user may select a color and/or color pattern and/or timing of changes of the color, frequency, amplitude, or pattern of the light to represent the user. When the user takes manual control of the device, the device can output the color, frequency, amplitude, and/or pattern of light corresponding to the user.

Different devices may have different characteristics or abilities and a user may require a threshold number of points in order to manually control more advanced devices (or to unlock advanced features of a device). Alternatively, when two or more users compete for control of two devices having different features, the user with the greater number of points or a higher ranking or who wins the competition, can get control of the device of his/her choice while the other user may be left with control of the device that the higher-ranked user did not select. Advanced characteristics or abilities can include greater speed, agility, battery life, durability, or include accessories such as an on-board camera. These advanced characteristics can either be hardware enabled (e.g., higher voltage servos enable faster speed) or software enabled (e.g., a software-based governor limits the maximum speed of the device). In the software enabled embodiment, different users may have access to different features of the same device based on each user's points or ranking—higher ranked users or those having more points may have access to more desirable or advanced features. When users gain points or improve rank, they unlock new abilities and features of the device.

The self-propelled toys can include accessories including visual themes that appeal to certain users. For instance, one device may have a rock band theme and thus include accessories and visuals related to rock music and band culture. Another device may have a peace theme and thus include accessories and visuals related to peace symbolism and ideology. In an embodiment, users can attach accessories to the device such that the device carries the user's accessory or accessories. For instance, a user in Moscow may affix an accessory shaped as a Russian ballerina to the device, and when the device arrives in New York, a user can take the Russian ballerina as a souvenir and replace the Russian ballerina accessory with a LADY GAGA accessory.

In another embodiment, users can set up geocaches so that when a device travels within a geocache the device earns points, gets information, gains special powers, becomes disabled, or broadcasts a unique sound, to name a few non-limiting examples. These events and others may be stamped on a digital passport embedded in the device or saved via another accounting of the device activities and may also be uploaded to a web page.

In accordance with another embodiment, the device can function in a “rover mode” where it acts like a dog and follows its leader. For example, if the leader carries a GPS or Bluetooth enabled device or phone, the device can follow that device wherever it may proceed.

In another embodiment, when a device constructed in accordance with aspects described herein passes near another device, it has the ability to share social networking information and any other data with the other device (as authorized by the owner). For example, just as users of FACEBOOK or another social networking site can identify which pieces of their social identity another user or friend may see, a device as described herein can have attributes that allow similar pieces of information to be shared with other users. Interaction with the device may be accomplished via a FACEBOOK interface, a PDA or smart phone styled interface, or through a traditional internet browser interface. Other users or connected friends may also interact with or “help” the device as it tries to complete its journey.

Many times, a cellular telephone user puts the phone into a pocket or purse or somewhere else that is out of earshot. In these instances, the user will miss a call because he or she did not hear the phone ringing.

In various illustrative embodiments of the invention, a decorative accessory in any of a variety of shapes and sizes (called “RingBlingz” in one embodiment) is synced via Bluetooth to a user's cellular telephone. The primary function of such a decorative accessory is to light up, make an audible noise or vibrate or otherwise call the user's attention to itself when the user's synced cellular telephone is ringing.

A high-level diagram of an illustrative embodiment of the invention includes a decorative accessory (e.g., one of the RingBlingz devices mentioned above) that is in short-range, local communication with a cellular telephone via a wireless communication link such as Bluetooth or other suitable short-range link (e.g., FM radio). The cellular telephone in turn communicates with other communication devices and systems via a network.

The underlying communication devices for the decorative accessories can housed in any accessory that can be worn, clipped on, or otherwise attached and are limited in shape or form only by a designer's imagination. For example, FIGS. 3 a and 3 b show a decorative accessory 300 in the form of a keychain, a PVC flower, a necklace, a simple clip, broach, ring, etc. FIG. 3 a shows a profile view of the decorative accessory 300 and FIG. 3 b shows a frontal view of the decorative accessory 300.

A user simply syncs or pairs one or more decorative accessories 300 with a cellular telephone and places it (or them) where it (or they) can be seen, felt (if a vibrational ring notification is employed), or heard (if an audible ring notification signal is emitted from a speaker in the decorative accessory). Depending on the particular embodiment, any of the various notification methods—sight, sound, or vibration—can be employed in a decorative accessory 300, or all three or a sub-combination thereof may be employed. The decorative accessory 300 can include a design 308 or faceplate coupled to a component plastic casing 306 or housing. The casing 306 can encapsulate electronics such as a battery and RF microchip 302 as well as an antenna 304.

FIG. 4 illustrates a method 400 according to an embodiment as described in this disclosure—a method 400 for moving a self-propelled toy. In the move operation 402, the method 400 moves a self-propelled toy along a route towards a first destination. Moving includes not only controlling a speed of the toy but also a direction of the toy. Moving towards the destination may involve being directed towards an intermediate waypoint and thus the direction of travel may not be straight towards the first destination. The method 400 also involves transmitting information from the self-propelled toy to a receiving device in the transmit operation 404. Information can include any variety of information as discussed elsewhere in this disclosure, for instance a current location, direction of travel, speed, identification of other self-propelled toys that communicated with the self-propelled toy, a damage report, etc. The receiving device can be part of another self-propelled toy or alternatively part of a mobile computing device such as a smartphone. The receiving device can also be a part of a communications connection to the Internet, for instance a Wi-Fi transmitter/receiver or a cellular tower and associated servers. The self-propelled toy may run into obstacles, and if the toy deems one of these to be insurmountable, then the toy can seek human assistance in surmounting the obstacle via the seek operation 806. An insurmountable obstacle is one that the toy cannot calculate a path around. At the same time, insurmountable obstacles can include those that the toy deems too costly in time to attempt to drive around (e.g., recall where the toy requests a ferry ride rather than driving to a bridge crossing miles downriver).

FIG. 5 illustrates a method 500 according to another embodiment as described in this disclosure—moving a self-propelled toy. The method 500 moves the self-propelled toy along a route between a current location and a first destination in move operation 502. The method 500 also receives route information from a human user or another self-propelled toy in receive operation 504. The toy can then modify the route based on the received route information in modify operation 506. The toy has a store of information regarding itself. Such information as described above can include any plurality of data including a description of the toy's location and other telemetry. This information can be published in publish operation 508 via a network such as a cellular telephone network or the Internet, to name just two non-limiting examples of networks. For instance, the information can be published via a social media forum accessed via the network (e.g., FACEBOOK or TWITTER).

The systems and methods described herein can be implemented in a machine such as a computer system in addition to the specific physical devices described herein. FIG. 6 shows a diagrammatic representation of one embodiment of a machine in the exemplary form of a computer system 600 within which a set of instructions for causing a device to perform any one or more of the aspects and/or methodologies of the present disclosure to be executed. Computer system 600 includes a processor 605 and a memory 610 that communicate with each other, and with other components, via a bus 615. Bus 615 may include any of several types of bus structures including, but not limited to, a memory bus, a memory controller, a peripheral bus, a local bus, and any combinations thereof, using any of a variety of bus architectures.

Memory 610 may include various components (e.g., machine readable media) including, but not limited to, a random access memory component (e.g., a static RAM “SRAM”, a dynamic RAM “DRAM, etc.), a read only component, and any combinations thereof. In one example, a basic input/output system 620 (BIOS), including basic routines that help to transfer information between elements within computer system 600, such as during start-up, may be stored in memory 610. Memory 610 may also include (e.g., stored on one or more machine-readable media) instructions (e.g., software) 625 embodying any one or more of the aspects and/or methodologies of the present disclosure. In another example, memory 610 may further include any number of program modules including, but not limited to, an operating system, one or more application programs, other program modules, program data, and any combinations thereof.

Computer system 600 may also include a storage device 630. Examples of a storage device (e.g., storage device 630) include, but are not limited to, a hard disk drive for reading from and/or writing to a hard disk, a magnetic disk drive for reading from and/or writing to a removable magnetic disk, an optical disk drive for reading from and/or writing to an optical media (e.g., a CD, a DVD, etc.), a solid-state memory device, and any combinations thereof. Storage device 630 may be connected to bus 615 by an appropriate interface (not shown). Example interfaces include, but are not limited to, SCSI, advanced technology attachment (ATA), serial ATA, universal serial bus (USB), IEEE 1394 (FIREWIRE), and any combinations thereof. In one example, storage device 630 may be removably interfaced with computer system 600 (e.g., via an external port connector (not shown)). Particularly, storage device 630 and an associated machine-readable medium 635 may provide nonvolatile and/or volatile storage of machine-readable instructions, data structures, program modules, and/or other data for computer system 600. In one example, software 625 may reside, completely or partially, within machine-readable medium 635. In another example, software 625 may reside, completely or partially, within processor 605. Computer system 600 may also include an input device 640. In one example, a user of computer system 600 may enter commands and/or other information into computer system 600 via input device 640. Examples of an input device 640 include, but are not limited to, an alpha-numeric input device (e.g., a keyboard), a pointing device, a joystick, a gamepad, an audio input device (e.g., a microphone, a voice response system, etc.), a cursor control device (e.g., a mouse), a touchpad, an optical scanner, a video capture device (e.g., a still camera, a video camera), touch screen, and any combinations thereof. Input device 640 may be interfaced to bus 615 via any of a variety of interfaces (not shown) including, but not limited to, a serial interface, a parallel interface, a game port, a USB interface, a FIREWIRE interface, a direct interface to bus 615, and any combinations thereof.

A user may also input commands and/or other information to computer system 600 via storage device 630 (e.g., a removable disk drive, a flash drive, etc.) and/or a network interface device 645. A network interface device, such as network interface device 645 may be utilized for connecting computer system 600 to one or more of a variety of networks, such as network 650, and one or more remote devices 655 connected thereto. Examples of a network interface device include, but are not limited to, a network interface card, a modem, and any combination thereof. Examples of a network or network segment include, but are not limited to, a wide area network (e.g., the Internet, an enterprise network), a local area network (e.g., a network associated with an office, a building, a campus or other relatively small geographic space), a telephone network, a direct connection between two computing devices, and any combinations thereof. A network, such as network 650, may employ a wired and/or a wireless mode of communication. In general, any network topology may be used. Information (e.g., data, software 625, etc.) may be communicated to and/or from computer system 600 via network interface device 645.

Computer system 600 may further include a video display adapter 660 for communicating a displayable image to a display device, such as display device 665. A display device may be utilized to display any number and/or variety of indicators related to pollution impact and/or pollution offset attributable to a consumer, as discussed above. Examples of a display device include, but are not limited to, a liquid crystal display (LCD), a cathode ray tube (CRT), a plasma display, and any combinations thereof. In addition to a display device, a computer system 600 may include one or more other peripheral output devices including, but not limited to, an audio speaker, a printer, and any combinations thereof. Such peripheral output devices may be connected to bus 615 via a peripheral interface 670. Examples of a peripheral interface include, but are not limited to, a serial port, a USB connection, a FIREWIRE connection, a parallel connection, and any combinations thereof. In one example an audio device may provide audio related to data of computer system 600 (e.g., data representing an indicator related to pollution impact and/or pollution offset attributable to a consumer).

A digitizer (not shown) and an accompanying stylus, if needed, may be included in order to digitally capture freehand input. A pen digitizer may be separately configured or coextensive with a display area of display device 665. Accordingly, a digitizer may be integrated with display device 665, or may exist as a separate device overlaying or otherwise appended to display device 665. In some embodiments charging trays are utilized that allow the user to seamlessly transfer their activity data during charging. This would allow data transfer without a USB or other cabled component. With a GPS device the data can be automatically uploaded from a user's cell phone or other portable device. 

1. A method comprising: moving a self-propelled toy along a route towards a first destination; transmitting information from the self-propelled toy to a receiving device that is part of: another self-propelled toy, a mobile computing device, or a communications connection to the Internet; and seeking human assistance in surmounting an obstacle when the self-propelled toy determines that an obstacle is insurmountable.
 2. The method of claim 1, wherein the human assistance is a manual driving of the self-propelled toy.
 3. The method of claim 1, wherein the seeking is audible.
 4. The method of claim 1, wherein the seeking is visual.
 5. The method of claim 1, wherein the seeking is wirelessly transmitted to one or more computing devices via a wireless communication.
 6. The method of claim 5, wherein the seeking is wirelessly transmitted to one or more computing devices via the Internet.
 7. The method of claim 5, wherein the seeking includes transmission of a text message.
 8. The method of claim 1, wherein the seeking details a type of assistance that the self-propelled toy desires.
 9. A method of operating a self-propelled toy comprising: moving a self-propelled toy along a route between a current location and a first destination; receiving route information from a human user or another self-propelled toy; modifying the route based on the received route information; and publishing information about the self-propelled toy via a network.
 10. The method of claim 9, wherein the publishing includes a sending of one or more text messages to a group of mobile computing devices.
 11. The method of claim 9, wherein the publishing includes posting information on the Internet.
 12. The method of claim 10, wherein the posting is performed via a website.
 13. The method of claim 12, wherein the website is a social media website.
 14. A self-propelled toy comprising: a propulsion system; a communication module inclusive of an Internet connection; a location sensor; a guidance module configured to follow a route, wherein the route is selected based on the toy's current location, a first destination, and one or more waypoints between the toy's current location and the first destination, and wherein the route is modified based on route data received from another self-propelled toy or from a user's computing device; a human interaction module configured to request assistance from one or more human users; and a power source.
 15. The self-propelled toy of claim 14, wherein the self-propelled toy is a robotic ball that moves by rolling.
 16. The self-propelled toy of claim 14, wherein the human interaction module is further configured to reward the one or more humans that assist the self-propelled toy. 